Be on topic. Keep posts relevant to Conan Exiles and the world of Hyboria. Speculation, feature wishlists, etc. are fine. Server advertisements belong on /r/ConanExilesServers.

Be constructive. Pointless flaming or bashing isn't helpful. If you have criticism, please express it in a civil manner. Personal attacks will not be tolerated.

Be mindful of others. Hyboria is a savage world, but this subreddit doesn't have to be. Please, no bigotry or discrimination.

Please don't post exploits. If you have an exploit to report, please PM the moderator team instead. Please do not publicly explain how to perform exploits against other players. Such posts will be removed on sight.

Please don't advertise here. We understand you've spent resources on setting up your community server, but we want to keep this subreddit focused on discussion of the game.

All posts, comments, and links submitted to this subreddit do not necessarily reflect the views of Conan Properties Intl., Funcom, their staff, or affiliates. Open discussion is encouraged, but your Mods reserve the right to remove posts containing weird gross stuff or other objectionable material.

I clicked it primarily because I'm always interested in hearing about feedback on the building system, as I spent a lot of time making it.

Can't really answer to anything in the video in any definite way, as I'm a programmer and not a game designer, who are the big decision makers when it comes to PvP/Raid balance and whatnot. And I wouldn't want to say the wrong thing!

I would like to say that a lot of the "small simple improvements" that are mentioned are a lot less simple than what they might seem like. And we're not a huge team, so prioritizes are made for what we work on. So even something that is simple might not be more important than some of the things we are working on behind the scenes. This is always going to be a hard thing to communicate, as not all of it can be transparent while we are working on it.

But there were a lot of ideas that were mentioned for the building system that seem very nice, and plenty of the suggestions overlap with ideas and concepts that have been discussed internally. I definitely cannot promise anything, but it's nice to get feedback like this from the community. We do listen, so the various feedback we get influences our plans.

​

On a purely technical note; I'm really surprised that the pillars weren't providing the stability he needed to finish the roof. Pillars are special building pieces that can provide stability simply by colliding with something that has stability, without the requirement of having sockets. They can do something we call "socketless connections" basically. And if his pillars are actually touching (or well, the collision of the pillars) the floor pieces, they should be propagating that stability upwards. Maybe his floor pieces were lacking stability? If they had like 20 stability, the pillars would transfer this 20 stability upwards. You can inspect this with a repair hammer.
I also noticed that he had straight up put the pillars straight through the floor and into the bedrock/landscape beneath it, so in that case it should definitely have propagated 100% stability to the top.
He didn't really show an attempt at building in the gap of his roof, so I'm not sure if he was having a bug in this situation or just has had issues in similar ones and chose to just talk about it without a demonstration.
Or maybe I'm sleepy and missed the demonstration, that is also possible! Forgive me if this was the case.

Hi Scooper, Shad Brooks here, creator of the video and Shadiversity. I really agree with everyone's appreciation that the dev team is so active in the community and listens to feedback, that's truly awesome.

Your comments about the pillars really got me thinking so I jumped back in my game to double check and unfortunately the pillars aren't transferring any stability to the floors or vaulted ceiling pieces. They're all stacked into the ground and are touching the ceiling and vaulted blocks.

I've used pillars in the past where they pass on stability to tiles they touch but have not snapped too where the pillars connect off-center to a square or triangle, sometimes near the edge. I think what's happening in the case I demonstrate in my video is that I've placed the pillars perfectly in the corner, which actually means only a quarter of the pillar is connecting to the corner of the ceiling piece. Being perfectly in the corner means the pillar footprint is divided into four, 1 quarter in each ceiling square, and I suspect that's not enough contact for the game to register the connection and transfer the pillar's stability. This is unfortunate because it's the very position anyone would want them to be in to place these glorious new vaulted ceiling pieces on top of.

Also I apologize for saying my suggestions are easily implemented or small things. I feel some are but in reality I have no idea what might be required to implements them or the countless interconnected processes such changes could impact. Still, thanks heaps for listening, It's really shows that you care about your work and the game.

I'm gonna take a wild educated guess that the collision for those pillars then *barely* doesn't touch the floor pieces for that to make sense, unless it's bugged.
My work PC decided to literally die right before I left the office today, so I cannot remote in and check it myself right now. I'm curious though, so I wanna take a quick look at why that doesn't work tomorrow.

No need to apologize.
In terms of building suggestions: Some of them seem simple, but would require significant rewrites or additions of the supporting code for building placement. If a suggestions fits with the designers "balance and intentions", they could happen. But would have to be weighed up against other things that need improvement. So:

Some of them could seem simple, but are harder to implement.

Some of them could have consequences that we've thought of that you are not exploring as carefully.

Some of them might straight up not fit with our own vision, everyone has their own opinions after all :)

And some of it might straight up be simple, but we would not have time for them in the mountain of other work.

But some improvements will make it through! Again, thanks for the feedback.

That's awesome, I'm very interested in what you find when checking the pillar stability issue. If you follow my process of putting the pillars in the corners by using the stair snap points you will have the exact same position. I'm really looking forward to seeing what improvements make it through (fingers crossed for less stability loss on triangle floor and roof tiles)

I can imagine a ton of "easy" fixes are actually more difficult than the more elaborate ones. Not a programmer really, but had some fun with coding previously.

As for the pillar thing - I'll try to inform him about your points and see if he can elaborate on that bit. :)

Also - I've got to say I really do appreciate the developers' wilingness to come amongst the "lions" to have a chat. Too often the community can harbor some truly vile individuals that can sour ones day for sure so it is especially pleasant you are willing to undertake the grand personal risk of exposing yourself to the toxicity of the Internet in order to speak to us, lowly barbarians. Not many developers seem to do that nowadays, nor do they even try to seem caring of their playerbase. Demeaning them often, actually. Sad that it's those studios that are actually the big ones and not you with your artistically grand games and the lovely community interactions. :)

I apologise for perhaps sounding and being too..."subservient" (not to be vulgar), however, I've got to appreciate good developers when I see them for if I don't not many probably will and then all that will be heard is going to be the trolls' screeching. And what a sad existence would that be then!